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Global Virtual Reality Market, Size, Forecast 2024-2030, Industry Trends, Share, Growth, Insight, Impact of Inflation, Company Analysis

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    Report

  • 200 Pages
  • January 2024
  • Region: Global
  • Renub Research
  • ID: 5923620
The Virtual Reality Market Size will attain a substantial value of US$ 105.89 Billion by 2030, according to the report. Virtual reality involves the utilization of computer technology to generate an artificial environment. In contrast to traditional user interfaces, VR immerses users within an experience, allowing interaction with the 3D world. Technology has evolved unexpectedly during the last few years, bringing many inventions that have revolutionized how clients enjoy the sector around us. Today, humans can simulate various human senses, including listening to, imaginative and prescient, contact, and even smell. These are groundbreaking advancements in virtual reality, haptic feedback, and olfactory technology. This has unfolded a whole new global opportunities, transforming how people interact with their surroundings and each other.

Utilizing VR accessories such as bodysuits, glasses, or headsets enables users to enjoy an immersive experience. The Virtual Reality market Share is witnessing growth driven by the increasing adoption of this technology in instructional training, specifically in educating professionals like engineers, mechanics, pilots, field workers, defense personnel, and technicians in industries such as manufacturing and oil and gas. Virtual reality finds widespread application beyond education and training in various sectors. Technology in VR exposure therapy allows for treating mental health conditions in patients. Moreover, tourism companies leverage VR technology to provide customers virtual tours of landmarks, renowned places, dining establishments, and hotels. Pose tracking and 3D near-to-eye displays are employed in VR to offer customers an immersive virtual global experience. Virtual reality finds application in diverse sectors, which include commercial and education.

Virtual Reality Market is expected to grow at a CAGR of 32.37% from 2024 to 2030

Digitalization and Technology improvement are the principle forces behind adopting the brand-new healthcare, manufacturing, and retail technologies. Worldwide governments and competitors have leveraged technological improvements to reduce manufacturing cost and improve efficiency to advance a company advantage. For instance, adopting 4G and 5G technologies has decreased operational cost for small organizations, allowing them to reach their target audiences correctly. The increasing occurrence of smartphone has similarly fueled the demand for digitalization.

In recent decade, VR technology has made huge strides in revolutionizing diverse industries, including manufacturing and production. One of the benefits of VR tools is their ability to monitor the workflow in factory, which leads to timely task of completion and efficient manufacturing. By the use of VR technology, supervisors can track the vicinity of employees and receive signals for probably dangerous areas, thereby enhancing employee protection.

Another significant advantage of VR technology within the manufacturing enterprise is its ability to behavior worker education sessions. VR gives an immersive revel in that simulates real-life situations, allowing employees to examine and practice new capabilities in a safe and managed environment. This is particularly beneficial for industries where protection is paramount, consisting of creation, oil and gas, and transportation.

The adoption of VRtechnology is increasing unexpectedly across sectors, consisting of gaming, healthcare, and amusement. As the technology becomes more accessible, the market for virtual reality is expected to grow in future. This increase is predicted to be pushed by increasing demand from diverse industries looking for to leverage the benefits of VR to beautify efficiency, protection, and productiveness. Global Virtual Reality Market accounted for US$ 14.87 Billion in 2023.

Hardware Components has the significant market share in the global virtual reality industry

Hardware Components dominate the market, accounting for the biggest market proportion amongst these two. This segment contains tangible and essential factors for virtual reality systems, consisting of headsets, sensors, controllers, and physical appliances essential for handing over immersive user experiences. With the increasing demand for VR throughout various industries, the significance of sturdy and superior hardware components is becoming an increasing evident. Innovations in headset design, improved sensor technology, and more significant controllers contribute to VR overall growth and adoption. Hardware Components have emerged as a key driver in shaping the market panorama and meeting customers' evolving expectations worldwide.

Gesture Tracking Device market will develop more within the Global Virtual Reality industry

By Type, the global virtual reality market is divided into head mounted displays, gesture tracking devices, projectors & displays walls, and others. The Gesture Tracking Device market is poised for expansion in the Global Virtual Reality industry. This growth is fueled through the increasing integration of gesture primarily based interactions in virtual reality experiences, enhancing user engagement and interaction. Gesture monitoring devices, geared up with advanced sensors and technology, allow users to interact with digital environments intuitively, amplifying the overall immersive experience. As the demand for more herbal and interactive VR interaction rises, the Gesture Tracking Device market's expansion will become instrumental in driving innovation and shaping the future panorama of VR, offering customers with more desirable methods to navigate and have interaction inside the digital realm.

Commercial holds a significant proportion in the virtual reality market

The Global Virtual Reality Market is categorized by application into Aerospace and Defense, Commercial, Consumer, Enterprise, Healthcare, and Others. The commercial segment holds the most important market share, indicating its significant influence and financial significance. This segment dominance spreads throughout diverse industries, inclusive of retail, manufacturing, offerings, etc. The commercial application substantial market share highlights its critical role in economic growth and innovation. It is the backbone of financial activity, and its impact is felt across local and global landscapes. The commercial prominence in maintaining the most substantial market percentage similarly reinforces its role as acritical player inside the business atmosphere, impacting employment, trade, and overall economic vitality.

Semi and Fully Immersive Technology section has the largest revenue percentage in the Virtual Reality Industry

Technology breaks the worldwide VR market into semi, fully immersive, and non-immersive. The semi, fully immersive segment not only commands the largest market percentage however is predicted to demonstrate the highest Compound Annual Growth Rate within the forecast period. Virtual truth Head-Mounted Displays (HMDs) have risen in the past five years, specially within the business and educational sectors. These devices provide a range of advantages, offering immersive and interactive reviews that can be used to train personnel or educate students.

As technology advances, the demand for HMDs is anticipated to keep growing. The technology, capable of replicating actual-world environments in a virtual setting, proves advantageous for intricate tasks and strategic planning. It involves the utilization of sophisticated emulators, powerful personal computers, and high-resolution displays.

China Virtual Reality Market is set to experience rapid growth

By Region, the Global Virtual Reality Market is split into North America (the United States and Canada), Europe (Germany, Belgium, France, the United Kingdom, Turkey, Italy, Spain, Switzerland, and the Netherlands), Asia Pacific (China, Japan, India, Australia), Latin America (Brazil, Mexico, Argentina), Middle East and Africa (Israel, Saudi Arabia, South Africa) and Rest of World. China is rapidly becoming the global VR leader, driven by property firms and diverse industries. Mainlanders, known for their early tech adoption, eagerly embrace imperfect versions of emerging technologies. Notably, China excels in mobile internet use, with investors anticipating smartphone-driven VR adoption over computer-dependent goggles.

The Chinese VR industry witnessed remarkable growth, standing among the world's most extensive VR technology and applications markets. The government actively supports VR development, recognizing its potential across various sectors like entertainment, education, healthcare, fashion, manufacturing, and tourism. China's VR market is rising because of several factors, which include a vast populace, growing disposable income, and a tech-savvy center elegance using demand for VR gadgets, content, and research. Due to these factors, the VR market in China is experiencing significant growth and is poised for even more expansion in the years to come. As a result, investors and agencies are taking advantage of this trend and trying to capitalize on the opportunities provided by using China's burgeoning VR market.

Key Players

Sony, Apple, Microsoft, Lenovo, Samsung, Meta, and Qualcomm are the Major global tech companies, such as HTC, Xiaomi, and Huawei, that have invested heavily in the Global Virtual Reality Market.

Component - Market breakup from 2 Viewpoints

  • Hardware
  • Software

Type - Market breakup from 4 Viewpoints

  • Head-Mounted Displays
  • Gesture-Tracking Devices
  • Projectors & displays walls
  • Others

Application - Market breakup from 6 Viewpoints

  • Aerospace & Defense
  • Commercial
  • Consumer
  • Enterprise
  • Healthcare
  • Others

Country - Market breakup from 22 Country Virtual Reality Industry

North America

  • United States
  • Canada

Europe

  • Germany
  • Belgium
  • France
  • United Kingdom
  • Turkey
  • Italy
  • Spain
  • Switzerland
  • Netherlands

Asia Pacific

  • China
  • Japan
  • India
  • Australia

Latin America

  • Brazil
  • Mexico
  • Argentina
  • Middle East and Africa
  • Saudi Arabia
  • Israel
  • South Africa

Rest of the World

All Companies have been covered from 3 Viewpoints

  • Overview
  • Recent Development
  • Revenue

Company

  • Sony
  • Apple
  • Microsoft
  • Lenovo
  • Samsung
  • Meta
  • Qualcomm

Table of Contents

1. Introduction2. Research & Methodology3. Executive Summary
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. Global Virtual Reality Market
6. Market Share Analysis - Global Virtual Reality Market
6.1 By Component
6.2 By Type
6.3 By Application
6.4 By Technology
6.5 By Countries
7. Component - Global Virtual Reality Market
7.1 Hardware
7.2 Software
8. Type - Global Virtual Reality Market
8.1 Head- Mounted Display
8.2 Gesture -Tracking Device
8.3 Projectors and Display Wall
8.4 Others
9. Application - Global Virtual Reality Market
9.1 Aerospace & Defense
9.2 Commercial
9.3 Consumer
9.4 Enterprise
9.5 Healthcare
9.6 Others
10. Technology - Global Virtual Reality Market
10.1 semi and Fully Immersive
10.2 Non- Immersive
11. Country - Global Virtual Reality Market
11.1 North America
11.1.1 United States
11.1.2 Canada
11.2 Europe
11.2.1 Germany
11.2.2 Belgium
11.2.3 France
11.2.4 United Kingdom
11.2.5 Turkey
11.2.6 Italy
11.2.7 Spain
11.2.8 Switzerland
11.2.9 Netherlands
11.3 Asia Pacific
11.3.1 China
11.3.2 Japan
11.3.3 India
11.3.4 Australia
11.4 Latin America
11.4.1 Brazil
11.4.2 Mexico
11.4.3 Argentina
11.5 Middle East and Africa
11.5.1 Saudi Arabia
11.5.2 Israel
11.5.3 South Africa
11.6 Rest of the World
12. Porter’s Five Forces Analysis - Global Virtual Reality Market
12.1 Bargaining Power of Buyers
12.2 Bargaining Power of Suppliers
12.3 Degree of Rivalry
12.4 Threat of New Entrants
12.5 Threat of Substitutes
13. SWOT Analysis - Global Virtual Reality Market
13.1 Strength
13.2 Weakness
13.3 Opportunity
13.4 Threat
14. Key Players
14.1 Sony
14.1.1 Overview
14.1.2 Recent Development
14.1.3 Revenue
14.2 Apple
14.2.1 Overview
14.2.2 Recent Development
14.2.3 Revenue
14.3 Microsoft
14.3.1 Overview
14.3.2 Recent Development
14.3.3 Revenue
14.4 Lenovo
14.4.1 Overview
14.4.2 Recent Development
14.4.3 Revenue
14.5 Samsung
14.5.1 Overview
14.5.2 Recent Development
14.5.3 Revenue
14.6 Meta
14.6.1 Overview
14.6.2 Recent Development
14.6.3 Revenue
14.7 Qualcomm
14.7.1 Overview
14.7.2 Recent Development
14.7.3 Revenue
List of Figures
Figure 01: Global - Virtual Reality Market (Billion US$), 2018-2023
Figure 02: Global - Forecast for Virtual Reality Market (Billion US$), 2024-2030
Figure 03: Component - Hardware Market (Billion US$), 2018-2023
Figure 04: Component - Forecast for Hardware Market (Billion US$), 2024-2030
Figure 05: Component - Software Market (Billion US$), 2018-2023
Figure 06: Component - Forecast for Software Market (Billion US$), 2024-2030
Figure 07: Type - Head- Mounted Display Market (Million US$), 2018-2023
Figure 08: Type - Forecast for Head- Mounted Display Market (Million US$), 2024-2030
Figure 09: Type - Gesture -Tracking Device Market (Million US$), 2018-2023
Figure 10: Type - Forecast for Gesture -Tracking Device Market (Million US$), 2024-2030
Figure 11: Type - Projectors and Display Wall Market (Million US$), 2018-2023
Figure 12: Type - Forecast for Projectors and Display Wall Market (Million US$), 2024-2030
Figure 13: Type - Others Market (Million US$), 2018-2023
Figure 14: Type - Forecast for Others Market (Million US$), 2024-2030
Figure 15: Application - Aerospace & Defense Market (Million US$), 2018-2023
Figure 16: Application - Forecast for Aerospace & Defense Market (Million US$), 2024-2030
Figure 17: Application - Commercial Market (Million US$), 2018-2023
Figure 18: Application - Forecast for Commercial Market (Million US$), 2024-2030
Figure 19: Application - Consumer Market (Million US$), 2018-2023
Figure 20: Application - Forecast for Consumer Market (Million US$), 2024-2030
Figure 21: Application - Enterprise Market (Million US$), 2018-2023
Figure 22: Application - Forecast for Enterprise Market (Million US$), 2024-2030
Figure 23: Application - Healthcare Market (Million US$), 2018-2023
Figure 24: Application - Forecast for Healthcare Market (Million US$), 2024-2030
Figure 25: Application - Others Market (Million US$), 2018-2023
Figure 26: Application - Forecast for Others Market (Million US$), 2024-2030
Figure 27: Technology - semi and Fully Immersive Market (Billion US$), 2018-2023
Figure 28: Technology - Forecast for semi and Fully Immersive Market (Billion US$), 2024-2030
Figure 29: Technology - Non- Immersive Market (Billion US$), 2018-2023
Figure 30: Technology - Forecast for Non- Immersive Market (Billion US$), 2024-2030
Figure 31: United States - Virtual Reality Market (Million US$), 2018-2023
Figure 32: United States - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 33: Canada - Virtual Reality Market (Million US$), 2018-2023
Figure 34: Canada - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 35: Germany - Virtual Reality Market (Million US$), 2018-2023
Figure 36: Germany - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 37: Belgium - Virtual Reality Market (Million US$), 2018-2023
Figure 38: Belgium - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 39: France - Virtual Reality Market (Million US$), 2018-2023
Figure 40: France - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 41: United Kingdom - Virtual Reality Market (Million US$), 2018-2023
Figure 42: United Kingdom - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 43: Turkey - Virtual Reality Market (Million US$), 2018-2023
Figure 44: Turkey - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 45: Italy - Virtual Reality Market (Million US$), 2018-2023
Figure 46: Italy - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 47: Spain - Virtual Reality Market (Million US$), 2018-2023
Figure 48: Spain - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 49: Switzerland - Virtual Reality Market (Million US$), 2018-2023
Figure 50: Switzerland - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 51: Netherlands - Virtual Reality Market (Million US$), 2018-2023
Figure 52: Netherlands - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 53: China - Virtual Reality Market (Million US$), 2018-2023
Figure 54: China - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 55: Japan - Virtual Reality Market (Million US$), 2018-2023
Figure 56: Japan - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 57: India - Virtual Reality Market (Million US$), 2018-2023
Figure 58: India - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 59: Australia - Virtual Reality Market (Million US$), 2018-2023
Figure 60: Australia - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 61: Brazil - Virtual Reality Market (Million US$), 2018-2023
Figure 62: Brazil - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 63: Mexico - Virtual Reality Market (Million US$), 2018-2023
Figure 64: Mexico - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 65: Argentina - Virtual Reality Market (Million US$), 2018-2023
Figure 66: Argentina - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 67: Israel - Virtual Reality Market (Million US$), 2018-2023
Figure 68: Israel - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 69: Saudi Arabia - Virtual Reality Market (Million US$), 2018-2023
Figure 70: Saudi Arabia - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 71: South Africa - Virtual Reality Market (Million US$), 2018-2023
Figure 72: South Africa - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 73: Rest of world - Virtual Reality Market (Million US$), 2018-2023
Figure 74: Rest of world - Forecast for Virtual Reality Market (Million US$), 2024-2030
Figure 75: Sony - Global Revenue (Billion US$), 2018-2023
Figure 76: Sony - Forecast for Global Revenue (Billion US$), 2024-2030
Figure 77: Apple - Global Revenue (Billion US$), 2018-2024
Figure 78: Apple - Forecast for Global Revenue (Billion US$), 2024-2030
Figure 79: Microsoft - Global Revenue (Billion US$), 2018-2025
Figure 80: Microsoft - Forecast for Global Revenue (Billion US$), 2024-2030
Figure 81: Lenovo - Global Revenue (Billion US$), 2018-2026
Figure 82: Lenovo - Forecast for Global Revenue (Billion US$), 2024-2030
Figure 83: Samsung - Global Revenue (Billion US$), 2018-2027
Figure 84: Samsung - Forecast for Global Revenue (Billion US$), 2024-2030
Figure 85: Meta - Global Revenue (Billion US$), 2018-2028
Figure 86: Meta - Forecast for Global Revenue (Billion US$), 2024-2030
Figure 87: Qualcomm - Global Revenue (Billion US$), 2018-2029
Figure 88: Qualcomm - Forecast for Global Revenue (Billion US$), 2024-2030
List of Tables
Table 01: Global - Virtual Reality Market Share by Component (Percent), 2018-2023
Table 02: Global - Forecast for Virtual Reality Market Share by Component (Percent), 2024-2030
Table 03: Global - Virtual Reality Market Share by Type (Percent), 2018-2023
Table 04: Global - Forecast for Virtual Reality Market Share by Type (Percent), 2024-2030
Table 05: Global - Virtual Reality Market Share by Application (Percent), 2018-2023
Table 06: Global - Forecast for Virtual Reality Market Share by Application (Percent), 2024-2030
Table 07: Global - Virtual Reality Market Share by Technology (Percent), 2018-2023
Table 08: Global - Forecast for Virtual Reality Market Share by Technology (Percent), 2024-2030
Table 09: Global - Virtual Reality Market Share by Countries (Percent), 2018-2023
Table 10: Global - Forecast for Virtual Reality Market Share by Countries (Percent), 2024-2030

Companies Mentioned

  • Sony
  • Apple
  • Microsoft
  • Lenovo
  • Samsung
  • Meta
  • Qualcomm

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

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